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Dungeons & Dragons Online Forum News (Nov. 2, 04)

Discussion in 'Game/SP News & Comments' started by chevalier, Nov 2, 2004.

  1. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    Here are today's Dungeons & Dragons Online forum highlights, collected from Dungeons & Dragons Online forums. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.

    Xundau, Community Relations

    Races

    The announced races for the game's launch are Human, Dwarf, Elf, Halfling, and Warforged.

    Thraxus, I don't think there will be the option to mix-and-match racial abilities that you suggest. Personally, I'd like to see some regional variants on races (for instance, Valenar Elves might have Ranger as a favored class instead of Wizard), but we don't have anything like this planned right now.

    paladin pres classes

    The Eberron Campaign Setting has a pretty nice prestige class for Paladins ...

    Crafting and the Artificer

    All core classes -- that is, the classes from the Player's Handbook -- except the Monk and Druid will be in the game at launch. Artificers were added in the Eberron Campaign Setting; therefore, they're not a core class.

    As others have pointed out, it would be kind of silly to have Artificers without crafting -- they'd either be really crippled, or else we would have to make significant changes to the class. We don't like either of these options, so no Artificers at launch.

    Sorry for any confusion.

    Guilds?

    There will be guild-like player organizations in the game. Not sure if they will actually be called "guilds" in the game, and I can't go into any of the details right now, but yes, they will be in.

    Crafting and the Artificer

    In the Eberron Campaign Setting, the Repair Light/Moderate/etc. Damage spells (Cure Light/Moderate/etc. Wounds for constructs) are available to Wizards and Sorcerers as well as Artificers. However, the Total Repair spell, which is equivalent to Heal, is only available to Artificers.

    I'm not sure how we'll deal with this in the game. It would be easy enough to assign the Warforged healing duties to Wizards and Sorcerers, either with Total Repair or without.

    On the other hand, this might lead to situations where the Wizard refuses to memorize any Repair Damage spells (or the Sorcerer doesn't even know any), or possibly even stranger, all-Warforged parties that don't have a Cleric and won't group with anyone who's not a Warforged. I'm not sure how I feel about this.

    What do you guys think? Should Wizards and Sorcerers be able to use the Repair Damage spells? Or should healing be reserved for Divine spellcasters only?

     
    Last edited by a moderator: Jan 3, 2018
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